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Gaming

eSports Competitions are Becoming a Popular Phenomenon

NEW YORK, Aug. 28, 2019 /PRNewswire/ — The winners from Dota 2’s The International and Epic Games’ Fortnite World Cup were paid more per-player than the winners of major sporting events such as the Wimbledon and The Masters, making eSports one of the most lucrative careers. The Fortnite Cup paid out USD 30 Million in prizes and 16-year old Kyle “Bugha” Giersdorf took home the USD 3 Million solo grand prize. Meanwhile, Dota 2’s The International 2019 paid out over USD 33 Million in prize pool, in which professional organization OG, took home USD 15 Million. The attractive payouts have led many teenagers and young adults to consider developing a career within the eSports industry. For instance, following the conclusion of Dota 2’s The International 2019, Johan “N0tail” Sundstein has now collectively gained USD 6.88 Million in earnings, making him the highest earning player in eSports history. While Sundstein’s earnings is highly appealing, players cannot expect to become top tier athletes overnight. Initially, Sundstein earned about USD 2,000 in earnings from playing Heroes of Newerth. However, due to the declining player count, Sundstein decided to transition to Dota, where he began to make the majority of his earnings. The rate the eSports market has grown over the past several years positions the market to become a disruptive global force. According to data compiled by Infoholic Research, the global eSports market is expected to triple by 2025, reaching a value of USD 3 Billion. Additionally, the market is expected to exhibit a CAGR of 20% during the forecast period from 2019 to 2025. UMG Media Ltd. (TSX-V: ESPT), Take-Two Interactive Software, Inc. (NASDAQ: TTWO), Activision Blizzard, Inc. (NASDAQ: ATVI), QUALCOMM Incorporated (NASDAQ: QCOM), Oracle Corporation (NYSE: ORCL)

Each year, eSport tournament payouts drastically increase. For instance, Dota 2’s The International 2018 boasted a prize pool of USD 25.53 Million, but in just one year alone, the payout increased by another USD 8 Million. Typically, most companies generate the prize pool from in-game player purchases or also known as microtransactions. Generally, most microtransactions are purely cosmetic, however, in some instances microtransactions can give players a competitive advantage. Valve Corporation, the developers and publishers of Dota 2, released “battle passes” that player can purchase in-game for a price of USD 9.99. The battle pass is based on a tier system, which requires players to complete a series of challenges in order to advance. Each time players tier up they are rewarded with prizes such as cosmetics or emoticons. Valve said that 25% of the revenue from battle pass sales go directly back into The International’s prize pool. Moreover, players are much more inclined to purchase the battle pass because Dota 2 is a free-to-play game. Most of the top eSport games are free-to-play games like League of Legends and Fortnite. According to eSports earnings, Dota 2 has paid out USD 216.23 Million in prize pool since its inception in 2013. Meanwhile, Fortnite has delivered USD 73.08 Millionin just two years, while League of Legends has cashed out USD 68.79 Million since 2009. Statistically, free-to-play games are much more appealing to consumers even though the qualities may lack compared to pricier options. Since the game is free, more players are inclined to try the game, driving a large user base, and in return, there is a larger opportunity for players to purchase in-game products. While microtransactions can be controversial, it is a major driver of a Company’s revenue which allows it to boast lavish tournaments. As a result, the media around eSports is increasingly growing each year as players are captivated by the high level of skill and the exhilarating rush at tournaments. “Gaming, specifically competitive gaming (also called eSports) has started to grow at an astounding rate. Traditional sports franchises and even Netflix are worried about this new competitor, as live streaming and in-person events continue to encroach on their territory,” said Brett Schafer, Co-Founder of Market Brothers Media. “Whatever you think of eSports personally, you cannot deny how big it has gotten, and will become. We are still in the early stages of this new industry, one that should continue to grow over the next two decades. It could pay off handsomely for any investor that decides to get in early.”

UMG Media Ltd. (TSX-V: ESPT) announced yesterday that, “it has entered into an agreement to acquire Victor’s Gold. Victor’s Gold is a game mode development company, which provides operators with a platform to run unique events in managed esports titles.

Victor’s Gold provides P2P tournaments and game modes to monetize in-game events that can occur on a consistent basis. Victor’s Gold introduced a distinct game mode, ‘Mercs’ for Counter-Strike which is compatible with most popular shooter games that allows for every in-game engagement to be a point of cash contest. Victor’s Gold’s established base in CS:GO, League of Legends, DOTA2 and PUBG, expands UMG’s influence in the online competitive gaming world and opens new doors for future sponsorship and broadcast activations. Victor’s Gold has operated its Merc Tournament Series at numerous LAN centers in the US and has plans to expand into the casino setting as well as additional LAN centers.

UMG CEO, Dave Antony, had this to say about the acquisition: “The introduction of Victor’s Gold to UMG will allow for many exciting new opportunities for our brand. We’re ecstatic to be able to expand our reach into CS:GO, League of Legends and more with Victor’s Gold and have plans to integrate it into UMG’s platform.”

Victor’s Gold CEO, Ben Abramowitz, commented: “Victor’s Gold is really excited at the prospect of taking our original game content to the next level. An acquisition by UMG would provide Victor’s Gold with a massive boost to capabilities and access to media distribution channels vital to exponential growth.”

In consideration for the acquisition of Victors Gold (the “Transaction”), UMG will issue 1,000,000 Common Shares at a price of $0.30 per share. The Transaction is subject to due diligence and regulatory approval, including the acceptance of the TSX Venture Exchange. The Transaction is an arm’s length transaction.

Closing is expected in the next 30 days.

As well, UMG is pleased to announce that it has retained the services of Independent Trading Group (“ITG”) to conduct market making services. ITG will trade shares of UMG on the TSX Venture Exchange (“Exchange”) with the objective of maintaining a reasonable market and improving the liquidity and stability of UMG common shares in compliance with the policies and guidelines of the Exchange. Under the terms of UMG’s agreement with ITG, ITG will receive $5,000 per month for their services. The agreement will continue in effect on a month to month basis and will automatically renew for subsequent monthly terms unless terminated by either party.  There are no performance factors contained in the agreement between ITG and UMG and ITG will not receive any shares or options from UMG as compensation for their services. The arrangement with ITG is subject to Exchange acceptance.

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Fantasy Gaming Movies

The Magic of Harry Potter: Wizards Unite coming to Real-World Retail Locations

Niantic has announced collaborations with AT&T and Simon to integrate special real-world activations in the augmented reality mobile game, Harry Potter: Wizards Unite™, across retail locations around the United States. Harry Potter: Wizards Unite is an augmented reality (AR) real-world mobile game co-developed by Niantic, Inc. and WB Games under the Portkey Games label. The game is now available on the App StoreGoogle Play, and Samsung Galaxy Store in the United States, United Kingdom, Australia, New Zealand as well as many other countries. The game will be launching in additional countries soon.

“We’re excited to team up with AT&T and Simon to create a variety of custom Harry Potter: Wizards Unite gameplay experiences for players visiting the thousands of retail stores and large-scale shopping destinations around the United States,” said Omar Tellez, Vice President of Strategic Partnerships at Niantic. “Real world games like Harry Potter: Wizards Unite are all about engaging with the world around you, creating new and unique opportunities for players to interact within their neighborhoods, towns and cities like never-before.”

Wizards and Witches playing Harry Potter: Wizards Unite will be able to earn additional rewards and encounter more virtual enemies at Inns and Fortresses placed at more than 10,000 AT&T and Cricket Wireless retail stores beginning June 21 and July 15 respectively. All AT&T sponsored locations will give players more XP at Fortresses and more spell energy at Inns, than any other non-sponsored location in the US. Plus, players will be able to take part in exclusive, limited time quests only available at AT&T and Cricket locations to help them level up faster. AT&T stores now also feature more than 25 exclusive Harry Potter: Wizards Unite consumer products like battery packs, fast chargers and more, as well as Wizarding World imagery for the perfect AR photo backdrop. Flagship AT&T stores in Chicago and San Francisco will host expanded Harry Potter: Wizards Unite build-outs where players can immerse themselves in the augmented reality experience. In addition, AT&T will also be a key sponsor at Harry Potter: Wizards Unite real-world events in the future. For a limited time, beginning July 15, new customers purchasing at Cricketwireless.com will have the opportunity to receive up to $50 worth of in-game Galleons as a gift with purchase.

“AT&T is proud to collaborate with Niantic and WB Games, true leaders in augmented reality and real-world mobile gaming, to continue to bring consumers closer to the content they love,” said Valerie Vargas, SVP, Advertising and Creative Services, AT&T. “AT&T’s network helps us give Wizards across the country new ways to interact with their most beloved Harry Potter characters.”

Beginning today, Simon Malls®, Mills®, and Premium Outlets® will feature an amplified Harry Potter: Wizards Unite game play experience in the United States with increased rewards and elusive enemies. Simon’s 200+ US shopping destinations will each have multiple sponsored Inns and Fortresses, giving players more XP and more spell energy than any other non-sponsored location in the US. This, coupled with both indoor and outdoor locations and plenty of shopping and dining options to enjoy while playing, makes Simon shopping destinations one of the best places to spend a day playing Harry Potter: Wizards Unite. In the future, select Simon properties will host real-world events and QR assignments for Harry Potter: Wizards Unite.

“Simon is committed to creating fun, innovative, real-life experiences for our shoppers, and Harry Potter: Wizards Unite is exactly the type of cutting-edge activation our customers get excited about playing. We believe the elevated gameplay we’re offering as a part of the program will drive traffic and excitement for our properties as well as the brands and retailers at Simon,” said Lee Sterling, Senior Vice President Brand Management, Simon.

Harry Potter: Wizards Unite is built on the Niantic Real World Platform, and created using the game design and content creation expertise of WB Games San Francisco. As new recruits of the Statute of Secrecy Task Force, players will investigate the chaotic magical activity that is leaking into the Muggle world and work together to solve the mystery of this Calamity. Players will be able to explore their real-world neighborhoods and cities to discover mysterious artifacts, cast spells, and encounter fantastic beasts and iconic characters along the way.

Categories
Gaming

GJS ROBOT and World Cyber Games Launching ‘WCG Robot Fighting Championship: Ganker Arena’

LOS ANGELES, April 30, 2019 /PRNewswire/ — GJS ROBOT, the award winning robotics company, is taking a pivotal step in the future of robotic competitive gaming by partnering with World Cyber Games (WCG), the world’s largest esports competition. This partnership will open up an enormous new era in esports by introducing GANKER ARENA, a robot fighting championship representing robotics competition in the New Horizons sector of WCG 2019.

After six years’ return, the new WCG is opening up a new sector of the event, New Horizons, the future sports based on new tech. In WCG 2019 Xi’an, WCG will present Artificial Intelligence, Virtual Reality, Scratch Creativity, and Robotic Innovations. As an industry leader in battle robots, GJS partners with WCG to launch GANKER ARENA, an unprecedented robot combat that represents robotic innovations in the sector. In the game, participants are first asked to build their own personalized warrior heroes by painting and modifying the robots, and then involve themselves in a fierce battle to be crowned. For GJS alone, GANKER ARENA is not only a robot fighting game, but also a big leap in bringing mecha fighting from science fiction to reality.

“We are extremely excited to team up with WCG to introduce GANKER ARENA,” explained Jason Zhao, Founder and CEO of GJS ROBOT. “We believe this partnership will tell the story of our innovative high quality robots and the role robot combat will play in the future of esports.

“We are impressed by GJS ROBOT’s impeccable robot products and unique warrior spirit,” said LEE JUNGJUN, CEO of WCG. “We are thrilled to enroll GJS in the coming WCG and looking forward to a ‘new era’ that involves robot combat as future sports.”

GANKER ARENA will start off with several pre-contests taking place in countries such as Japan, Switzerland and Vietnam from May to July. GEIO, the first GJS gaming robot equipped with an intelligent visual recognition system and powered by groundbreaking AI and FPV technology, will be used in tryouts before the final match. GANKER EX, a brand-new battle robot equipped with the latest ‘Man-machine Synchronization’ technology made by GJS, is to be designated as the official battle bot for the final game. Winners from each trial match will be selected to represent their country and fight for honor in the final which will take place from July 18th to July 21st in Xi’an, China. The total award amount adds up to $38,000!

Committed to bringing revolutionary entertainment experiences to the real world, GJS continues to receive great notoriety for their robots that offer a long list of advanced features and sleek designs. The company not only strives to change the world by making high tech battle robots available to mainstream consumers, but has also set the goal to make robot fighting a new type of sport. The launch of GANKER ARENA will most likely help GJS achieve the goal and open up a tremendous new era in robot combat.

GEIO, the official battle bot for the trial match, is available for purchase onAmazon.com for the retail price of $199.99. For more information about GJS, visitwww.gjsrobot.com or join the conversation onFacebook.

About GJS
Shenzhen GJS Technology Co., LTD. is a high-tech enterprise specialized in R&D, producing and promoting consumer battle robots and gaming robots. Well-known for its outstanding mechanical aesthetics and commercial application of cutting-edge technology, GJS ROBOT has attracted millions of fans both at home and abroad with two blockbuster products: The battle robot GANKER and the gaming robot GEIO. As a pioneer in battle bots and AI technology, GJS ROBOT has surpassed imagination with the help of technology, brought people closer, and made robot interaction a new type of popular entertainment.

About WCG
WCG is a global esports festival for a better world which started its first event in 2000. Since 2000, WCG has been recognized as the world’s largest esports competition. Its vision is to contribute to making the world better by offering joy and helping settle conflicts. Toward this vision, WCG Inc. holds events filled with a diverse variety of new content for everyone to enjoy. It seeks to establish WCG not merely as a contest of esports matches but also as a festival for people all over the world to live in harmony.

SOURCE GJS Robot